JSK : The game takes place on a continent called Artemesia. Now the Emperor is getting on in years, and there are whispers of rebellion in a little seaside province called Benerio. Against this backdrop, a small-town mercenary and his friends accidentally wind up on the wrong side of the law, and soon find themselves embroiled in a full-on civil war that will decide the fate of their homeland. The main story is written by our team in Korea, and they are working with a movie director and screenwriter to ensure we have an immersive storyline for players. Jsk games english U. The team in the States is building an extensive of detailed stories, including the world itself and lore of Artemesia.
We are building the world of Lost Eidolons together as a cross-cultural team. JS: Can you explain the game mechanics between battles? Are there just story dialogues and cutscenes, or is there any exploration and places to visit in a camp or town? JSK : Between battles, the player has control over Eden and can roam the camp, gaining opportunities to improve relations with NPCs and party members by spending time with them, training at the sparring grounds, discovering new quests, recruiting new characters to the team, and preparing his roster of fighters for the trials ahead.
As the campaign progresses, so will the camp, opening new facilities to explore over time. JS: Are the characters in your army all story characters, or are there generic ones as well? If there are any generic, can you customize their creation, or are they just randomly generated?
JSK : All the characters are part of the story. JS: How many units can be deployed in battle, and does the enemy army have the same cap? How many characters can be on the roster? JSK : 10 units can be deployed in a battle.
For characters on the roster, we are creating 34 playable characters. Of those 34 characters, approximately 22 characters can be recruited. There are 12 characters given along the story while 22 other characters will visit you, and you can build relationships to recruit them.
JS: Are their magical healing classes? If so, how do you handle experience balancing on classes who are more support than attack? So, our spell and magic systems are deed in a way where you have a limited of spells to use during a battle. We deed this system to force players to have more creativity in their approach to the game. We want to challenge players to make wise, strategic decisions around how they use magic. JS: Is there character permadeath or is that a gameplay option the player can select? JSK : Good question. Permadeath is critical for the genre! We are going to provide both permadeath and casual modes when the game reaches its official launch.
We are currently running a Kickstarter campaign and if funded, it would allow us to assure the implementation of permadeath when we launch the Early Access version of the game. JS: Will characters be unique or different from one another besides their aesthetic and jsk games english class they have selected? JSK : Characters are deed differently so they will have different stats.
In addition to this, users can customize each character with different skill sets to stand apart from others.
JSK : Character stats are tied to the characters, not class. Our class system is similar to the equipment system. Each character can obtain different types of classes and you pick which class to activate based on your strategic needs for each battle.
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JS: Do enemies scale with the levels of your characters or are story battles fixed at a certain level? JSK : Story battles are fixed at a certain level.
We will have different types of difficulty levels, and difficulty levels may have different sets of levels for story battles. JS: How tough is it, and how do you manage, creating intelligent enemy AI? Is there a way to make the game more difficult without just increasing enemy stats, health, and damage? We hope to make the game more interesting, and difficult for players who want a bigger challenge, by offering interesting skills — passive and active — that apply to different difficulty levels.
What sets Lost Eidolons apart from the crowd?
Why should a gamer pick Lost Eidolons to play over another? Personally, I consider them to be classic strategic RPGs. These types of games are hard to find on a platform other than Switch.
Lost eidolons interview
Lost Eidolons sets itself apart from other strategic RPGs by reflecting a truly classic mechanics approach with turn-based grid battles. January 24, March 21, August 21, You must be logged in to post a comment. Due to the wholesale change in our back-end and systems only certain content created from onwards has been carried over to our new site. However, all of our older content can still be found at archive. Kitaria Fables Impression. Rollers of the Realm: Reunion Preview. Roguebook Deep Look.
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